tag:destructoid.com,2006:blogJames017's Blog :: DESTRUCTOIDhttp://www.destructoid.com/ul/user/1/181154-a4009-50.jpgJames017http://www.destructoid.com/blogs/James0172013-03-20T18:39:13Ztag:destructoid.com,2008:256057Thoughts on Multiplayer and Why It Isn't Always Needed2013-06-11T13:02:02Z2013-06-11T13:02:02Z<img src="http://www.destructoid.com//ul/user/1/181154-256057-20100904202038CallOfDuty4Wallpaper28159png-620x.jpg"/>
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<br/>Since at least the fourth series installment, arguably the best of the franchise, <em>Call of Duty</em> has been one of the more popular titles to incorporate a consistent multiplayer component. Along with <em>Halo</em>, another major outlet for competitive online gaming, the series has more or less dominated the market, out-ranked in lifetime sales by only select franchises. One could say, without fault, that <em>Call of Duty</em> is the single most-played FPS online. And in the next several years, as we welcome in a new generation of consoles and an inevitable wave of sequels  already kick-started by the recent announcement of <em>Call of Duty: Ghosts</em>  I think we can safely expect this to remain a constant in the gaming industry for some time.
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<br/>And rightly so. Theres a strict separation between a title that caters to the competitive, online-only gamer and a title that adheres to what single-player, story-driven consumers want. <em>Call of Duty</em> is undoubtedly the former, though its a game that has over time mastered the ability to market itself as both. I would argue that, while the campaign has always played a significant role in the franchise, <em>Call of Duty</em> is multiplayer first. Which makes sense. The franchise isnt exactly the primary source for solo gaming, nor is it banking on that kind of audience. To speak in generalities for a moment, I might even say that the gamers who, year after year, throw their money at Activision for yet another series installment arent the gamers who anticipate a new product from Sucker Punch or Irrational on a limited basis. The gamers who play regularly in a competitive multiplayer atmosphere, be it through <em>Call of Duty</em> or something similar, are playing for just that: a competitive multiplayer experience.
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<br/>But now, in a sort of attempt to quench the ongoing thirst for a multiplayer component, it seems as though developers are becoming more and more susceptible to implementing this core feature into games that simply dont need it. Right now I could rattle off at least a dozen that have been victim of a tacked-on, half-hearted multiplayer element, though my very recent playthrough of the new <em>Tomb Raider</em> is likely to blame for the bulk of this post. For many, I assume, the 10 or so hours spent immersed within Laras terrifying world was an enjoyable time. Though, like many, I hadnt even touched the games multiplayer, nor can I admit to having any intentions of doing so. For the sake of this very post, however, I found it reasonable to put myself through a single match (regretfully, of course)  and, as I imagined, I have only bad things to say.
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<br/>It really is unfortunate, and actually makes you wonder what kind of a game it couldve been, or what exciting new things could have been done, had Square Enix not demanded that a portion of the developers focus be on a meaningless facet of the overall product. What if Square hadnt unnecessarily paid for an additional developer (Eidos Montreal) to step in and waste away all that time, or thousands of dollars in resources? And in the end, what was it all for? I mean, technically speaking, the push for an added multiplayer function stems largely from wanting to cut out a percentage of trade-ins  and I wouldnt argue that it works on rare occasion. But in an instance like this, with <em>Tomb Raiders</em> multiplayer so badly broken, so awfully generic, I find it hard to believe that a consumer who regularly trades in games ever thought twice about doing it again. If I may be so bold, Ive no problem with saying that the effort put into making <em>Tomb Raiders</em> multiplayer was no more than a wasted effort.
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<br/>But the recent, and mostly spectacular, reboot of gamings most beloved female icon is not alone in this trend, as stated above. Earlier this year, <em>God of War: Ascension</em> failed miserably in its attempt at multiplayer; <em>Dead Space 2</em> felt the need to be all-inclusive as well, only to have competitive multiplayer dropped for the sequel; and even the MP in <em>BioShock 2</em>, a surprise to most gamers, had trouble catching on with the community.
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<br/>Though, Id be wrong to claim that certain titles havent found success in this new age of all-in-one gaming. For instance, Naughty Dog  a studio cherished by PlayStation fans everywhere  is known for their consecutively well-made games which, in all honesty, are hardly deficient without multiplayer. Yet, in a valiant effort to keep consumers busy even after completing the games stunning, character-based and story-driven solo experience, the team behind <em>Uncharted 2</em> established basic, competitive and co-op game modes separate from the main story. This was an unmistakable hit with fans, but two years later <em>Uncharted 3</em> was produced and featured a similar component, this time very much refined and improved from the series last venture into the multiplayer sphere. Even now, as we near two years later, the game continues to hold its own online and even contends as one of the generations best third-person shooters.
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<br/>All of this almost immediately brings up the topic of Naughty Dogs latest, and ostensibly best, PlayStation exclusive, <em>The Last of Us</em>. Not only did it come as a huge surprise to hear that the game would include some sort of vaguely detailed multiplayer, but it was terrifying to know that Naughty Dog would once more cut into their precious development time for a game that, again, really doesnt need it. Heres something that is wholly about the story  the plight of the characters  and its begging gamers to immerse themselves in this deep fiction, but now theres some dispensable function slapped on by the publisher that completely undersells the title for what its worth. Its tacky. It incites a fear, and it makes you wonder all sorts of rational and irrational things  like, perhaps the single-player was cut short and the multiplayer is just a kind of grimy, tactless compensation for the gamers loss. Believe it or not, I dont want that. And neither should you as a consumer.
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<br/>In the end, of course, well just have to wait and see. I trust Naughty Dog implicitly, and from the perspective of critics whove already seen the game, this multiplayer seems to be right on track with that of <em>Uncharteds</em>.
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<br/>Heres hoping that it is, and heres hoping that other companies are busy taking notes. That means you, Square Enix. <p class="post-photos">
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tag:destructoid.com,2008:249209God of War: Ascension Review2013-03-20T18:39:13Z2013-03-20T18:39:13Z<img src="http://www.destructoid.com//ul/user/1/181154-249209-tumblrinlinemjzfbpOCXQ1qz4rgpjpg-620x.jpg"/>
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<br/><em>God of War: Ascension</em> is likely to be Kratos final appearance on the PlayStation 3. Perhaps fans will be graced with yet another installment on further consoles, possibly even portables like the Vita, but for now, <em>Ascension</em> is all we have. These are Kratos final goodbyes to a generation that will no doubt be obsolete within a years time, and with that, we ask ourselves, Was it really worthwhile? Did the game top whats already come? Was it a finale that left even the slightest of fans craving for more, something the series has, naturally, always done? Id want to say yes. But, as desperate as I am to justify myself, <em>Ascensions</em> ambitions of giving Kratos a proper narrative and an actual threat, unfortunately, just dont cut it this time around.
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<br/>Set prior to the first <em>God of War</em>, Sony Santa Monicas newest chapter in their ever-expanding series shows a torn Kratos struggling to break free of the mind games and endless torment posed by The Furies, three obscure, and frankly underwhelming, sisters. The game, essentially just a quest to kill The Furies, opens with an introductory boss battle, as weve come to expect. However, unlike those previous, killing the first Fury is a dumbed down experience that seems to cater more towards younger audiences  those accustomed to games like <em>Uncharted</em>  with its simple-structured layout and all. Basically its a string of Quick Time Events split by smaller waves of enemies. And while one could argue that thats all its ever been with a <em>God of War</em> game, this intro in particular just wasnt quite in line with what weve seen before. Think back on <em>God of War 3 </em>and youll see exactly what I mean.
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<br/>Story-wise, <em>Ascensions</em> mediocrity is a probable result of it being set in such early stages of Kratos quest for retribution, as many of his most unforgettable moments come later. In other words, a prequel may not have been the wisest decision for SCE Santa Monicas next project. Prequels tend to limit the developer more often than not, as theyre mostly trying to work around the sequels. Gods are essentially out of the question, since theyre practically all killed off in later games. Likewise, second-tier villains like Apollo and Hermes are equally unavailable; theyve been killed off as well. So in the end, it ultimately came down to the three underdeveloped and uninteresting Furies. Hardly an improvement when weve been trained to go up against the likes of Ares and Zeus himself.
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<br/><em>God of War</em> has always looked beautiful. And while youd be hard-pressed to say that <em>Ascension</em> doesnt, the game, unfortunately, isnt quite as polished as its sequels. Strangely, this doesnt stem from a lack of detail  rather, it comes from an excess of it. There is no doubt that Kratos and his surroundings were at their prime in <em>God of War 3</em>, which surprises me because youd assume that a more recent title would show off even greater visuals. Sadly, <em>Ascensions</em> Kratos is spotty and looks unfinished, as his environments display a similar convolution. At times theres just so much going on in the backdrop that your ability to distinguish objects from one another is degraded, and walls suddenly become an uneven mixture of multiple tones of brown. I suppose its not as bad as I make it out to be, but considering the height at which previous <em>God of War</em> games have set the bar, <em>Ascension</em> admittedly doesnt showcase that same extraordinary graphical achievement.
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<br/>On a more positive note, Kratos latest outing is just as enjoyable to play as its ever been. Being the pissed off brute he is, Kratos will once again venture through this Greek mythology-derived world, mow down wave after wave of demonic beasts, slay monsters literally 100-times your size, and do it all simply to shed more blood. Always filled with unending rage, always corrupted by the evils that torment his mind, Kratos is absolutely inseparable from his Blades of Chaos (for now). Additionally, there are four upgrades youll be able to acquire throughout the games entirety, each one expanding the blades with the gods elemental powers: Fire of Ares, Ice of Poseidon, Lightning of Zeus and Soul of Hades. Each has its perks and each offers a special attack utilizing your magic. While players are more than likely to stick to their preferred blade, theres certainly an assortment of combinations and techniques that grant those having a tendency to work out of their comfort zone with a much wider range of play.
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<br/>Furthermore, <em>God of War: Ascensions</em> gameplay is diversified not only by its combat but its tendency to throw in a puzzle every now and then, an aspect thats consistently lightened up my experience throughout the series. Ive always felt up to the challenge, and I find that incorporating them is a wonderful way to break free of the games constant seriousness, like, you know, tearing your foes limb from limb. The frequency of these puzzles, I noticed, was also upped from previous installments, providing a much-needed levity to the overall product.
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<br/>To describe it as bad would be rather off. More in line with most fans expectations, <em>God of War: Ascension</em> is, very bluntly, disappointing at the least. Sharing a compelling story is nearly second nature to the developers over at Sony Santa Monica, and so it comes only as a surprise that Kratos latest was far from it. Bland and entirely off-putting, The Furies were also an unforgiving mistake and totally justified my disinterest throughout. Combat was fresh, as it always seems to be with the series, but even that could not help the game through its many dire moments. So close to failure, its hard not to admit that <em>Ascension</em> is the weakest link among <em>God of Wars</em> other three, nearly immaculate, titles.
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<br/><strong>My Rating: 5/10</strong> <p class="post-photos">
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